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Hi there. I thought it would be a good idea to pool the forums thoughts and ideas on assasins. Now that they are much more widely available and are able to be kitted out better, Id like to see peoples thoughts on them, and how you depoly them in your army.
I quiet like the assasin with Rune of Khaine and Touch of Death, its brilliant against unit strength 1 and 2 characters with the killing blow and small units of skirmishers and fast cavalry, being able to dish out enough attacks to blend the unit into puree. Eternal hatred works fantastically here, the rerolls are just amazing.
The Cloak of twilight is a wonderful addtion, allowing the model to leap out of its hidden unit onto lone wizards and particually nasty characters as a suicidal maniac.
maybe I'm the only one, but I see the assassin best used to protect or help turn the tide in a combat. With hatred, ASF and Rune of Khaine (maybe a extra weapon or something) I would count on him doing 5 wounds a turn against average guys. that will help a ton against something like a pack of ghouls or even Empire swordsmen. 4-5 wounds and the fact that those guys don't get to swing on the DE troops make the combat easier to win and keep badguys off of your sorceress. Big nasty characters can be killed other ways.
I like using them to protect vulnerable characters like Sorceresses and Death Hags. Your enemy sees a vulnerable character to snipe, runs a unit in and ker-SPLAT there they go.
Rune of Khaine and Manbane is truly nasty and can wipe out an entire front rank of just about anything. Touch of Death is solid against character-heavy armies like VC, but Manbane is useful against Ogres and beasties too.
Rune of Khaine, Touch of Death, and Cloak of Shadows would be mean against VCs/TKs. Pop right into the general's face and smack him around with 4+D3 KB attacks. Then sit back while the entire army crumbles
you maybe mistyped or mispoke (I do it all the time) but I'm just assuming that you don't know or that someone reading this might not know. Almost all VC/TK units have unit champions and all of them have the ability to raise them each turn. I'm just bringing this up because charging your assassin in solo is a good way for him to die. You will always get challenged to save the heirophant or general. Even if you kill the champion, on their turn they can raise the champion back up in the magic phase and challenge you again. Eventually you'll fluff your to hit and wound rolls and the undead will win and run you down. I'd hate for people to try this and be dissappointed.
Once again, I'm not trying to harp on you but this forum is for helping others with playing the army and knowing rules and tactics and stuff and I'm just trying to help - no offense intended.
Bleh, stupid VCs, always ruining ==My== fun.
Remember, if the enemy unit is in combat for a whole turn, thats a whole turn its not moved. This could allow youre forces to move up and get into particularly annoying postions for your opponant.
you're right dan, but if the VC player is set on it, he can do it. Most VC lists have 10-12 power dice and they can cast the same spell over and over and over and over again. With TK you have a pretty good chance of dispelling it. VC, you'll need quite a bit of luck or an opponent that doesn't know how to play his army.
Similar issue with High Elves - really only Dragon Princes and SwordMasters go without Champions, as an extra 1 attack for 2/3 the cost of getting another whole wound +2 attacks doesn't make it very worthwhile. Almost all other units will have unit champions, and High Elves get very goo combat res.
Charging a lone assasin against anyone is going to be nasty for the target unit, but then the assasin will be cut-off and will be taken out. If you can ensure that your target is isolated then go for it. Just don;t waste the character. He's much better used in a unit, as stated above, to prevent attacks against your weaker characters, which may bait a rash charge by some very unfortunate troops...